Week 2 Game Reflections
The McDonalds Game
I kind of love like a real world involved game scenario where you have multiple different aspects to keep track of in order to succeed, so in theory it is fun in that aspect because I like trying to run a fake successful business, but it’s also just so fast paced and chaotic and I was struggling with some of the game mechanics working well which made the game more frustrating for me.
The motivating factor that gets me to keep playing is kind of the need to make a successful business and try to keep the customers happy, while still engaging and learning about all the unethical practices that these kinds of large corporations engage in.
I feel like the game is pretty good at being persuasive, the little popups that happen that frame why people are unhappy or protesting your business are educational in a satirical way and give you a lot of things to think about the way the world works.
The games metaphor is to draw attention to the unethical and destructive nature of large fast food corporations. The game mechanics that standout to me are the options to like bribe local politicians or advertise to certain groups that are more easily persuadable than others, or the ability to feed or not feed diseased cows to other cows, or customers.
Let’s be ethical!
Oops someone ate a sick cow.
Now my monies gone.
Intergroup Monopoly
It was kind of fun because of the people you play with but since Monopoly is already kind of tedious and contentious game it was a lot less fun than a normal game of monopoly and it makes the game run a lot shorter than normal.
I think there are only really motivating factors for the people who get to play as the middle class white man or the 1% because you have such a bigger advantage over everyone else. It’s not very motivating to play as the female or minority character unless you enter a state of determination to try to beat the odds.
I think it’s pretty persuasive with the message it’s trying to get across. The point of the amended rules is to point out the issues with wealth inequality and how certain groups of people in life have an easier time getting ahead because of certain advantages they are born with or given throughout life.
The game mechanics that standout out are the amended rules for players 2, 3, and 4. having to pay an extra 50% for properties or only being able to buy properties under $100 which is only like 2 spaces on the board. Only being able to move half your roll for a female, or going directly to jail as a minority if you roll higher than a 7 or if you can’t afford to pay another player or the board.
It’s Monopoly
Oh no wait! This is too real.
Now my monies gone.
Week 2 Homework
-
- generate 5 new game ideas that explore changing players minds about … (climate change, energy, politics, etc.)
- Did the 5 new game idea with Aleah and Lauren, should be in Aleah’s post
- Post thoughts on what we played in class
- I spent most of class playing Intergroup Monopoly and I did not enjoy it. I was forced into the “minority” rule set which made the game extremely boring and basically unplayable. I spent 90% of the game in jail and couldn’t purchase anything. For me, it was just a dice rolling simulator where the outcome of the die did not effect my gameplay what so ever. The game is made to be unfair from the start but I understand what its trying to explain in how they use real world stereo types and advantages to try and convey the difficulties/ ease of each stereotypes real world expierence.
- what advergames have you played? did they influence a purchase?
- In class I played Cool Spot, the advergame for 7-up. Suprisingly, it makes me despise 7-up and did not make me want to drink it at all. The game barely actually advertized 7up except for the title screen, and the gameplay had nothing to do with it. I think the lack of effort put into the game makes me feel like 7up is trashy, which makes me not want to buy their product.
- why do the advergames tooth protector and escape work?
- Tooth Protector and Escape work because the gameplay directly matches the message they are trying to teach. Players protect teeth or avoid danger as part of the game, which reinforces the lesson through gameplay. The message is built into how the game works, not just shown through logos or text.
- What makes chase the chuckwagon and shark bait fail?
- These games fail because the product has nothing to do with the gameplay, just like coolspot and pepsiMan. The brand is added on top of a generic game, and the game would be the same even without it. This makes the advertising feel lazy.
- what does volvo’s drive for life accomplish?
- Volvo’s Drive for Life promotes the idea that safe driving is important. The game rewards players for careful driving, which matches Volvo’s brand image. This helps communicate the company’s values through gameplay.
- what company used in-advergame advertising
- Red Bull used advergame advertising by placing its brand inside games instead of making the whole game an advertisement. This allows the brand to appear naturally in the game environment. Other companies do this now adays in movies as well.
- what was one if the first home-console advergames and what beverage was it for?
- One of the first home-console advergames was Pepsi Invaders for the Atari 2600. It was made for Coca-Cola and focused on attacking the Pepsi brand, which made it a clear example of early advertising through games. I find it interesting that they put their competetor into the name of their game, it could give a false message.
- what makes the toilet training game sophisticated and do you agree?
- The toilet-training game is sophisticated because it copies real life routines instead of just giving rewards. It teaches through practice and repetition. I agree because this makes the lesson more effective and the gameplay can be translated to real life actions.
- what do advergames and anti-advergames have in common, and what principles do they share?
- Both advergames and anti-advergames try to persuade players through gameplay. They use rules and systems to communicate ideas instead of just telling players what to think.
Reflection questions Monopoly
What made the experience fun or not?
I didn’t have much fun with the game because i got the role of the minority. Like I said at the top of my post, this rleset basically made the game umplayable. I spent most of the game in jail and not actually buying properties or even paying other players. The other rules gives you a huge advantage as to where the winner is basically set from the start of the game.
What is the motivating factor to get or keep players playing?
For me at the start I wanted to play to try and win with this handicap that was gives, but soon into the game I got bored. Im not sure how the others felt playing with the super buffed roles, but I can;t imagine it was that fun because the game would seem too easy.
Is the game persuasive, and what is it trying to get you to do outside of the game?
This game is persuasive in the sense it wants you to understand how other people have it in the real life world. It tries to put you in the shoes of more or less fortunate people to try and get you to understand how other peoples lives run, whether they be easier or more difficult.
What is the game’s metaphor and which of the game’s mechanics standout?
I would say the metaphor is that not all people have it equal and that some people have to work hard just to get by, while others play with that kind of money for fun. The biggest mechanic is the rule set that have each player trying to succeed in different ways.
Describe the game in 3 sentences or in the form of a haiku.
This game is unfair
no matter what you do here
minorities lose
Reflection questions Cool spot
What made the experience fun or not?
I didnt really have fun with this game. I havent played many old games so maybe this game was well made but it felt super choppy. It was super simple which made it kinda repetitive, and the screen was so small you could barely see what was coming ahead of you.
What is the motivating factor to get or keep players playing?
I guess the motiviating factor is to win the game and get points, but it seems kindof simple to have any acheivement in complelting it.
Is the game persuasive, and what is it trying to get you to do outside of the game?
It’s persuasive in the sense it wants you to go and drink 7up but they don’t do a good job of it. The game has nothing to do with the product and they just slap their logo on a game.
What is the game’s metaphor and which of the game’s mechanics standout?
The metaphor is to buy their product i suppose. THey try and have you kill enemies and collect coins but that doesnt have anything to do with their product, so im not sure their relation.
Describe the game in 3 sentences or in the form of a haiku.
a common rip off
game is lazy and the ads
are not related
Reflection questions Mcdonalds
What made the experience fun or not?
I actually didn’t hate this game. It had some layers and was actually related to mcdonalds. You had to run the farm and the company/advertisement type things, which gave the player alot to do. The game was decently fun because it wasn’t rinse and repeat and there was an actual challenge.
What is the motivating factor to get or keep players playing?
The motivation is to have your mcdonalds company be succesful and not go bankrupt. Players keep playing because they want to succeed.
Is the game persuasive, and what is it trying to get you to do outside of the game?
The game has to do with mcdonalds so it puts that in the players mind, but at the same time it shows the killing of cows and gentically modified soy as well as bribery. This puts a little negative tone towards mcdonalds which can effect the player’s opinion.
What is the game’s metaphor and which of the game’s mechanics standout?
The metaphor is that there are multiple different factors in order to succeed, and that sometimes you have to sacrafice quality and health in order to be finacially successful.
Describe the game in 3 sentences or in the form of a haiku.
farm cows and soy fields
talk to corporate people
succceed and make money
Questions Week 2
What advergames have you played? Did they influence a purchase outside of the game? I played the cool spot. It did not influence me to play the game because it wasnt very persuasive. The goal of the game does not have anything to do with 7up and there wasnt anything during the game that implicitly or explicitly said “go buy 7up”.
Why do the advergames ”tooth protector” and “escape” work? What makes ”chase the chuckwagon” and “shark bait” fail? “Tooth Protector” and “Escape” work because their gameplay directly represents what the product does or values. “Chase the Chuckwagon” and “Shark Bait” fail because the gameplay has little meaningful connection to the brand.
What does volvo’s “drive for life” accomplish? Volvo’s “Drive for Life” reinforces the company’s focus on safety through careful driving mechanics. The game persuades by rewarding responsible behavior rather than showing ads.
What company used in-advergame advertising ? Coca-Cola used in-advergame advertising by placing branded elements inside games. The advertising exists within the game world rather than being the entire game.
What was one of the first home-console advergames and what beverage was it for? One of the first home-console advergames was Pepsi Invaders for the Atari 2600. It was created to promote Pepsi by positioning Coca-Cola as the enemy.
What makes “the toilet training” game sophisticated and do you agree? “The Toilet Training” game is sophisticated because it models real behavior through gameplay systems rather than simple rewards. I agree because it persuades through process instead of just visuals or branding.
What do advergames and anti-advergames have in common, and what principles do they share? Both advergames and anti-advergames use gameplay rules to persuade players. They share the principle of procedural rhetoric to communicate meaning.
Intergroup Monopoly
What made the experience fun or not? It was fun for me. I was Player 1 who was the middle class white male. This meant that all the rules for Monopoly were normal and I did not have to follow any special rules like the other players did.
What is the motivating factor to get or keep players playing? I think the motivating factor for me would be the incentive to watch the other players fail. The other players were all at a disadvantage and were rarely given any advancements.
Is the game persuasive, and what is it trying to get you to do outside of the game? Yes the game is persuasive because it is attempting to demonstrate the what the real world is like for middle class white males, females, minorities, and the one percent. Outside of the game it is trying to make you see how the real world functions and maybe help others that arent as fortunate as you or to strive to be at a better place than you are currently at.
What is the game’s metaphor and which of the game’s mechanics standout? The games metaphor is, Thats life. The mechanics would be to buy properties, spend money, role die to move your player, try to stay out of jail, negotiate properties, and dont go bankrupt.
Describe the game in 3 sentences or in the form of a haiku. role the die to move. properties equals money. dont go bankrupt.
The Mcdonald’s Game
What made the experience fun or not? I didnt enjoy it because I found it hard to make money.
What is the motivating factor to get or keep players playing? The motivating factor to keep other playing would be the incentive to make money and become a successful company.
Is the game persuasive, and what is it trying to get you to do outside of the game? Yes the game is persuasive. It is trying to show you the behind the scenes to making McDonald’s a successful company even if success means you need to be unethical.
What is the game’s metaphor and which of the game’s mechanics standout? Success doesnt come easy. The mechanics that stand out would be farming, killing cows, making business plans such as bribing politicians and healthcare workers, tell children what is good for them, and hire workers at McDonald’s.
Describe the game in 3 sentences or in the form of a haiku. farm land and kill cows, make lots of business decisions, dont go bankrupt.
Cool Spot
What made the experience fun or not? The game was not fun because it was very old, the graphics were bad, and the general game was boring. There wasnt enough for me to do to become entertained.
What is the motivating factor to get or keep players playing? The motivating factor could be to make it to the end of the level and collect red dots for points along the way.
Is the game persuasive, and what is it trying to get you to do outside of the game? The game is not persuasive and doesnt try to make me do anything outside of the game.
What is the game’s metaphor and which of the game’s mechanics standout? reach the end of the level, kill enemies along the way, collect red coins for points, jump, run.
Describe the game in 3 sentences or in the form of a haiku. very simple game, dodge enemies get coins, finish the level.
Game Design 2 Week 2 Homework
- What advergames have you played? Did they influence a purchase outside of the game?
Lego Online Games, Minecraft, Five Nights at Freddy’s. Now I haven’t played these in years as a kid I always wanted the toys and merch to go along with these games and franchises. To this day I still purchase Lego’s and I went to Halloween Horror Nights Orlando to go see the Five Nights and Freddy’s house to fulfill my childhood.
- Why do the advergames ”tooth protector” and “escape” work? What makes ”chase the chuckwagon” and “shark bait” fail?
In Tooth Protector the player protects teeth from germs and sugar. The act of playing already teaches that teeth are fragile and must be cared for just like real dental hygiene. In Escape Work you must plan, react quickly, and survive a disaster. This mirrors real-life emergency behavior. The game models the correct actions, not just explains them. They fail because the gameplay has nothing to do with them. These games use branding as decoration, not persuasion.
- What does volvo’s “drive for life” accomplish?
It persuades players that safety is a skill and responsibility, not just a feature. Practicing safe driving through your gameplay could either persuade good or bad decisions on the road depending on how you drive.
- What company used in-advergame advertising
7-Eleven used in advergame ads inside games placing branded products directly into gameplay rather than building a game around them.
- What was one of the first home-console advergames and what beverage was it for?
Pepsi Invaders, it was a modified version of Space Invaders made for Coca-Cola sales reps, where players shot the word “PEPSI.”
- What makes “the toilet training” game sophisticated and do you agree?
It is sophisticated because it uses symbolic actions rather than direct branding, reflects cultural pressure, shame, and control, and persuades through systems, not slogans. I agree because I think it’s sophisticated because it expresses a social argument, not a commercial one.
- What do advergames and anti-advergames have in common, and what principles do they share?
Both advergames and anti-advergames use rules, systems, and player actions to persuade through procedural rhetoric meaning the game’s mechanics make the argument. The difference is that advergames promote brands, while anti-advergames use the same tools to critique corporate power and social systems.
Game Design 2 Week 2 Reflection
REFLECTION QUESTIONS
Monopoly (The Simpsons)
What made the experience fun or not? No, Monopoly is not my favorite game. The spin on it is definitely interesting, but makes the chances pretty unfair. I was playing as the 1% and I had 10x more properties and money than anyone else.
What is the motivating factor to get or keep players playing? Maybe if I was playing as the minority I would be more motivated to get more money and more properties.
Is the game persuasive, and what is it trying to get you to do outside of the game? I wouldn’t say persuasive because it was very unfair for some players. I mean I could say it is persuasive in the terms of actual reality, because some of the roles are real world struggles.
The McDonalds Game:
What made the experience fun or not? I think it could be fun, the instructions are a little unclear though on how to navigate and get around the game. Although, I like the graphics and the concept of it. Reminds me of heyday in a way.
What is the motivating factor to get or keep players playing? Keeping the business alive and not going bankrupt, Managing the farm, the the cow factory, to the restaurant, to the corporate office. Managing all 4 can become a challenge so I think that becomes a motivating factor.
Is the game persuasive, and what is it trying to get you to do outside of the game?
I think the game is maybe trying to get you to want to go to McDonalds and make you think they have a good process behind their business. They want you to trust the business and buy more burgers from them.
CoolSpot:
What made the experience fun or not? No I think it seems kind of frustrating, the controls look hard to use and hard to see, probably from it being so old. I think if you know how to use the controls though it looks like a lot of fun and a good challenge.
What is the motivating factor to get or keep players playing? Moving forward on the map, killing the shell looking things, collecting more coins and points. The free roam aspect is kinda cool too you can go backwards.
Is the game persuasive, and what is it trying to get you to do outside of the game? Yes I think the goal is to make people want to buy 7 up , not really sure what the little bean thing is looks like the mascot maybe, but I think if you enjoyed the game your more prone to buy the drink.
Week 2 Game ideas
Aleah, Mason, Lauren
- Theme: Politics as systems, not heroes
- Genre: Satirical management sim
- You don’t control leaders you control the system around them: media bias, lobbyists, public fear, misinformation.
- Even “good” leaders fail if the machine is broken.
- Mind shift: Political outcomes are shaped by systems, not just individuals.
- Theme: Air pollution & corporate denial
- Genre: Survival horror
- The air is slowly becoming toxic. You wear a mask, but filters are expensive, rare, and controlled by a private company.
- The world looks normal at first… until you remove the mask and see the truth:
- Buildings are rotting
- People are coughing black smoke
- The sky is decaying
- The company insists everything is safe.
- Mind Shift: The scariest thing is that the truth is optional.
–
- Theme: Climate normalization
- Style: Semi-cooperative / social horror
- Core Mechanic
- Disaster cards (fire rain, mass floods, toxic fog) are drawn every round.
- But players also draw Normalization cards that force them to act like nothing is wrong.
- If anyone reacts with fear, the group loses resources.
- Horror Twist
- The more disasters happen, the fewer panic responses are allowed.
- Mind Shift: You realize you’re suppressing fear to survive.
- Theme: Fossil fuel dependence
- Style: Engine-building horror
- You feed a central Engine with Fuel cards to keep cities alive.
- The Engine mutates, demanding more every round.
- You can shut it down but doing so kills cities immediately.
- Mind Shift: The system only exists because you keep it alive.
- Theme: Collective guilt
- Style: Reverse victory
- Every time you “fix” a problem, the world worsens.
- The only way to win is to stop playing, but the rules never say that.
- Mind Shift: The game teaches you when to walk away.
PERSUASIVE ENDLESS GAME (FROM WEEK ONE)
The persuasive purpose of this digital pet experience is to emotionally connect users to their virtual companion by making them feel responsible, needed, and valued, encouraging consistent engagement through care-based gameplay. By showing that the pet depends on the user for its happiness and growth and becomes lonely when neglected the experience taps into empathy and attachment rather than rewards alone. This motivates users to return often, form a bond, and unlock new pets, reinforcing the idea that their time, attention, and kindness truly matter.
Week 1 Question Set – Ian Bogost
- What are the issues Ian Bogost raises about social games with Cow Clicker?
I think he sort of raises the question of the pointless activities we are entertained by in this society. Clicking something for the sake of clicking something again – and then his game which was supposed to be satire actually became popular for the exact thing he was “fighting” against
- How do social games like FarmVille enframe friends?
Games like these affect how we interact with others – how we give gifts, compare ourselves, base our value off of our qualities and material. Even how people make friends shifts and can make people look at the things differently if they’re used to being in a virtual, different environment.
- How do social games destroy time outside of the game?
It can potentially make us waste the time we have just to play the game again. If the focus is the game, that changes the way we interact with the time we have
Week 1 Questions
- What are the issues Ian Bogost raises about social games with Cow Clicker?
Ian Bogost argues that social games like Cow Clicker rely on repetitive, meaningless actions and waiting mechanics that replace real play with habit and obligation. He criticizes how these games exploit social pressure and player attention to drive monetization rather than provide meaningful or creative gameplay.
- How do social games like FarmVille enframe friends?
Friends are used to boost your farm. The more friends you have, the more progress your farm will have.
- How do social games destroy time outside of the game?
Social games can quietly destroy time outside the game by bleeding into everyday life, even when you’re not actively playing.
Getting over it
Was it fun? Yes
What were the player interactions? using the mouse to click and drag in order to move the man’s hammer.
How long did it take to learn? 2 minutes
What was the most frustrating moment or aspect of what you just played? making sure that you dont lose your progress by falling since you cannot save the game or get checkpoints.
What was your favorite moment or aspect of what you just played? my favorite moment was being able to learn how to maneuver the guy so that you can start making progress.
Was there anything you wanted to do that you couldn’t? jump without being able to move your hammer.
If you had a magic wand to wave, and you could change, add, or remove anything
from the experience, what would it be? being able to save your progress or add check points.
Is this a game you would play again? Yes _____ No ______ Why? yes because it challenges me to keep trying.
Analyze the game using the 3 act structure. The beginning is you start at the very bottom of the map. The middle is climbing the map to the top while trying not to fall back to the bottom. The end is making it to the top.
What are the collaborative and or competitive aspects of the game? The collaborative aspects are with the gamer and the game itself. The competitive aspect is the drive to finish the game.
What is the game’s metaphor and which of the game’s mechanics standout? The games metaphor would be: Dont give up. The mechanics that stood out was the clicking and dragging to make the man move.
Describe the game in 3 sentences or in the form of a haiku. Use the hammer to maneuver the movements of the man. Don’t stop climbing. Don’t fall.
Townscaped
Was it fun? yes
What were the player interactions? clicking to add and remove buildings, platforms, and bridges
How long did it take to learn? 1 minute
What was the most frustrating moment or aspect of what you just played? learning how to delete something
What was your favorite moment or aspect of what you just played? changing the colors of the buildings.
Was there anything you wanted to do that you couldn’t? build more specific buildings like choosing if it becomes a platform or a roof.
If you had a magic wand to wave, and you could change, add, or remove anything
from the experience, what would it be? i would add different building options so that you could choose what you are building.
Is this a game you would play again? Yes _____ No ______ Why? yes because it is relaxing.
Analyze the game using the 3 act structure. You start the game with just water. The middle is building the structure. the end is that there is no ending.
What are the collaborative and or competitive aspects of the game? the collaborative aspect is between you and the game because you are clicking to build structures.
What is the game’s metaphor and which of the game’s mechanics standout? The games metaphor is: Keep calm and click on. The mechanics that stood out was the clicking to build and break structures.
Describe the game in 3 sentences or in the form of a haiku. Tap to make buildings. Change the color of the buildings. Make a long click to delete a building.
Calvin ball
Was it fun? depends
What were the player interactions? making rules with a ball to create a game.
How long did it take to learn? 2 seconds.
What was the most frustrating moment or aspect of what you just played? when someone makes a rule that automatically makes them win or the rule is not your favorite.
What was your favorite moment or aspect of what you just played? When the game is more than just a bunch of random rules and has a goal.
Was there anything you wanted to do that you couldn’t? I dont think so.
If you had a magic wand to wave, and you could change, add, or remove anything
from the experience, what would it be? Not that I can think of because the object of the game is to make new rules.
Is this a game you would play again? Yes _____ No ______ Why? yes because it can be fun when people make good rules.
Analyze the game using the 3 act structure. you start with player one who makes the first rule. the middle is the players continuing to make more rules. The game only ends if someone makes a rule for the game to be able to have a winner, otherwise the game will not end.
What are the collaborative and or competitive aspects of the game? it is collaborative because everyone is making rules and it is competitive because you are trying to “win”.
What is the game’s metaphor and which of the game’s mechanics standout? Dont make rules that only benefit yourself. The mechanics that stand out is the use of the ball. The game is literally to have a ball and make all the rules yourselves, yet everyone assumes you throw the ball even when it was never stated.
Describe the game in 3 sentences or in the form of a haiku. Make rules. Throw the ball. Try to “win”.
Week 1 Questions: Game Design 2_MB
-Ian Bogost comments on how these games are essentially meaningless, repetitive, and have nothing to them. The point of these games is simply to have something to do, which makes them less engaging than they should be and gives other games bad names.
-“Friends” on these social games are tools for advancing and getting money. They allow you to trade currency and items in order to make yourself better, without having any real connection to these people.
-If a social game tells you “3 hours till next reward”, then the player is constantly waiting and anticipating those next three hours, causing a cycle of dependency on these games, which is very unhealthy. It can destory meaniningfdul moments by having the time be focused on a game.
1.22 Week 1
1. What issues does Ian Bogost raise about social games with Cow Clicker?
- Some issues Ian Bogost raises about social games in his game Clicker are that these games will reduce play to repetitive, meaningless actions that are most often time- or enjoyment-based. The game is intentionally designed to rely on mental systems such as habit rather than meaningful interaction; it is meant to prioritize engagement and leisure.
2. How do social games like FarmVille enframe friends?
- Social games like FarmVille frame friends as people to interact with, not just for social connection but for in-game advantages. This can be anywhere from bonuses or virtual Goods to optimize the gameplay. The idea of the social relationship mainly focuses on the transactions between every interaction and also uses human relationships as data to strengthen bonds.
3. How do social games destroy time outside of the game?
- Social games can destroy time outside of the game simply through a hypnotic nature and influence beyond timer notification games especially with the anxiety about missing progress often this hypnotic state destroys the illusion of time not spent playing where there’s a lack in attention and mental energy being used to go back and forth between the game and life social games consume Leisure Time and can intrude everyday life but it removes the sense of obligation and can sometimes become an outlet during those Leisure times.
Week 1 Q&A’s
This week opened my eyes to how game design focuses on capturing attention rather than just providing simple fun. The games we looked at often lacked clear endings or resolutions, with no defined final state.
Take Calvinball, for example. It shows how instability can reach absurd levels. Its rules change constantly, often in response to recent events, making it impossible to master or plan long-term strategies. At first glance, this seems chaotic, but it means the game only exists in the moment. The most stable this game ever felt while in motion in class was when Grace set a definitive goal, or end state to the game, with knocking down the chain of monkeys being the aim. Once everyone stops paying attention, the game ends. There’s no lingering need to return or feel like you’re missing out. This is very different from many modern games aimed at sticking in your mind.
On the other hand, Cow Clicker caught my attention due to Bogost’s critique. It’s not just that social games are shallow; they thrive with minimal gameplay. Cow Clicker reduces interaction to a single click every six hours. While this might seem silly, it’s a surprisingly effective satirical comment. The game doesn’t require deep involvement or focus; it just wants a spot in your daily routine. You are not really “playing” the game; you’re more like checking in.
Things become more complex when social mechanics are included. Games like FarmVille treat friends as resources instead of players. A friend becomes someone who can send energy, unlock progress, or fulfill a request you feel you should return. While these interactions are technically social, they become mere exchanges. This subtly pressures players to maintain connections that benefit the game, reflecting broader trends in the attention economy where social interaction is something to optimize.
A troubling aspect of these systems is how they blur the lines between game time and real life. Social games rarely require long play sessions, but they never really let you go. Timers, cooldowns, and notifications keep the game running in the background, making it feel less like a choice and more like a constant obligation.
So, considering all of this, I don’t think the issue is whether games have endings. It’s more about how they manage the player’s attention and time. Cow Clicker shows how easily attention can be drawn with minimal interaction, while Calvinball illustrates what it’s like when play occurs only in the present. Games like Townscaper suggest that endlessness doesn’t have to be exploitative. This week made me view motivation less as engagement and more as responsibility.
Game Responses – Week 1
Calvin Ball:
Was it fun? Yeah, because it was energetic and a bit chaotic
What were the player interactions? They were the whole game really – the game was nothing without what people said or did with each other – what people do impacts how you play the game
How long did it take to learn? Instantly, because it is up to the people to create how it works
What was the most frustrating moment or aspect of what you just played? Some of the rules that players come up with are not helpful to the ease of the game so that’s frustrating
What was your favorite moment or aspect of what you just played? It’s energetic and mind-engaging which makes it enjoyable because people are laughing and having fun
Was there anything you wanted to do that you couldn’t? People often forgot the rules others came up with so if there was a way to ensure that players do what other players have called as the rules would make it more chaotic and feel like a game though
If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? Maybe start the game with a premise or a type of ruleset that you need to go off of so it’s a little more directional
Is this a game you would play again? Perhaps, cause you can do whatever you want
Analyze the game using the 3 act structure. It begins with the ball and nothing else, then rules start accumulating as you throw the ball around, then it ends whenever poeple decide it ends
What are the collaborative and or competitive aspects of the game? It’s mostly collaborative because of needing people to create the mechanics but people can turn it competitive (like mason) if they declare themselves the winner
What is the game’s metaphor and which of the game’s mechanics standout? There isn’t really a metaphor other than create whatever you want – the mechanic of do whatever mechanic you want is a unique mechanic in and of itself
Describe the game in 3 sentences or in the form of a haiku
no rules but for choice
people making stuff up
no rules every rule
Get Over It:
Was it fun? Sort of, it’s a frustrating sort of fun where it’s addictive to try and finish the game
Player Interactions: It’s a one player game so no interaction really
How long to learn: Pretty quick, just one mechanic
frustrations: the one mechanic makes it hard to win or get to the “end”
favorite moment or aspect: watching somebody else play it
anything you wanted to do but couldnt: nope, because i wasnt doing it
what i wanted to change: I feel like the point of the game is to be frustrating and simple so i dont really want to change anyting
Play again? no not really, maybe just to see if i could beat it but not too intriguing to me
3 act structure: The beginning where the dude sits and doesn’t move, trying to get farther on the map, giving up when you don’t get far enough
collaborative/competitive: it’s just competitive with yourself
metaphor and mechanics: the “metaphor” is a dude in a water bucket trying to move up a mountain with a pickaxe to move, which is also the mechanic – moving by gripping the ground with the pickaxe
haiku:
bro in a bucket
can’t move except for pickaxe
frustration increased
Painstation
Was it fun? I did not play it but the video looked extremely not fun
What were the player interactions? There are two players and they are trying to get the ball into the others goal or something and in turn not let that happen to them cuz of PAIN
How long did it take to learn? since we just watched a video of it i wasn’t quite sure how it worked except for you instantly learned the consequence by the dudes screaming in pain
What was the most frustrating moment or aspect of what you just played? I don’t like the idea of inflicting that much pain loll
What was your favorite moment or aspect of what you just played? I didn’t play it (just watched) and enjoyed none of that video
Was there anything you wanted to do that you couldn’t? play it without pain
If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? have an option to play with no pain
Is this a game you would play again? NO, i don’t play games to be physically abused
Analyze the game using the 3 act structure. No pain, much pain, end with too much pain
What are the collaborative and or competitive aspects of the game? it’s purely competitive so that you don’t get electrocuted or whipped
What is the game’s metaphor and which of the game’s mechanics standout? The metaphor i think would be the intrigue and suspense of getting hurt – the pain consequence is the most significant outcome of a mechanic
Describe the game in 3 sentences or in the form of a haiku.
don’t let the ball fall
ping PAIN pong PAIN zap zap zap
play again at your risk
Townscraper
Was it fun? Yes, this was the most fun game we played today
What were the player interactions? no interactions since it’s a single player game
How long did it take to learn? a few minutes, figuring out the details of the mechanics
What was the most frustrating moment or aspect of what you just played? initially it was a little frustrating not knowing how to delete the structures but then i figured it out
What was your favorite moment or aspect of what you just played? the little noises were very satisfying, the design of the buildings was super cute and it was just relaxing
Was there anything you wanted to do that you couldn’t? choose what type of building
If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? I kind of wanted to see my little town inhabited with people moving around the streets and navigating the streets i created
Is this a game you would play again? Yes, it was simply super satisfying and cute
Analyze the game using the 3 act structure. There’s not much of a structure, but basically you start with a blank canvas and start placing squares of homes and continue placing them until you want to stop
What are the collaborative and or competitive aspects of the game? it’s neither collaborative or competitive, you just set your own wishes and boundaries of game time
What is the game’s metaphor and which of the game’s mechanics standout? Metaphor is unstressfully building a town on water, the mechanics are clicking and changing color – you let the programming of the game do the rest
Describe the game in 3 sentences or in the form of a haiku.
sploosh splash water village
satisfying little game
cute homes to relax
Cow Clicker
Was it fun? Well, i didn’t really get to play it so no i did not think it was fun, the idea behind the game is intriguing however
What were the player interactions? no interactions just a cow, or rather lack of a cow now
How long did it take to learn? instantly, all you do is click
What was the most frustrating moment or aspect of what you just played? you have to wait is probably the frustrating aspect
What was your favorite moment or aspect of what you just played? the cute lil cows
Was there anything you wanted to do that you couldn’t? actually play the game
If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? see the cows in actions
Is this a game you would play again? No, it’s pointless game, tho a good critique
Analyze the game using the 3 act structure. A cow, cow is clicked, person waits, clicks again
What are the collaborative and or competitive aspects of the game? neither really
What is the game’s metaphor and which of the game’s mechanics standout? the metaphor is a cow in a field, the mechanic is just clicking and waiting and clicking again
Describe the game in 3 sentences or in the form of a haiku.
Click cow wait click click
wait wait wait click click click click
wait years no click cow
3 Game Reviews from over winter Break
Bad therapist
- Was it fun?
- I thought I would like the game more than I actually did, it was okay.
- What were the player interactions?
- It was sort of like Cards Against Humanity, except with images.
- How long did it take to learn?
- It took about 5 minutes to learn and understand the game. The directions were very simple and easy to pick up.
- What was the most frustrating moment or aspect of what you just played?
- The game was only frustrating when my card wouldn’t get picked.
- What was your favorite moment or aspect of what you just played?
- My favorite moment was being the therapist and deciding whose card was the best.
- Was there anything you wanted to do that you couldn’t?
- Something I wanted to do but couldn’t was to have more cards that could be universal to all of the opportunities and situations.
- If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?
- If I had a magic wand to wave and could change anything, I would make the diagnosis cards broader and relatable to every situation.
- Is this a game you would play again? Yes _____ No ______ Why
- I don’t think I would play this again simply because this game’s creators were the creators of exploding Kittens and I despise that game and overall don’t think their games are good.
- Analyze the game using the 3 act structure.
- The 3 act structure in this game is followed by the therapist selecting their question card and situation card the next axt is the struggle of the other players choosing their own cards then lastly the 3rd structure is having the therapist read aloud and choose their favorite card.
- What are the collaborative and or competitive aspects of the game?
- This game is moreso competitive in that it requires the other players to compete to find the best answer to fill in the situation
- What is the game’s metaphor and which of the game’s mechanics standout?
- I don’t know if the game has a metaphor but the mechanics are the hand limit and how many cards you can place as well as how many cards can the therapist use.
- Describe the game in 3 sentences or in the form of a haiku.
- Boring as ever, Would not play this game again. Why is this a thing?
Play 9
- Was it fun?
- I really enjoyed this game.
- What were the player interactions?
- The player interactions involved taking the number a player discarded and using it for your deck.
- How long did it take to learn?
- The game took me about 20 minutes to fully pick up.
- What was the most frustrating moment or aspect of what you just played?
- The most frustrating moment was when you would take a card out of your hand blindly to place in the discard pile and you actually needed it.
- What was your favorite moment or aspect of what you just played?
- My favorite moment was when I ended up with the most negative points in one round.
- Was there anything you wanted to do that you couldn’t?
- I wanted to be able to have a little more freedom in my pick but I understand why the game is the way it is.
- If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?
- I honestly wouldn’t change the game I found myself really enjoying it as is.
- Is this a game you would play again? Yes _____ No ______ Why
- I would play this game again I found it very engaging and I found myself invested in this game.
- Analyze the game using the 3 act structure.
- The three-act structure follows from the moment when you flip your first two cards, then deciding which cards you want to play on. Then gets to the heat of the second round, where you have 2 cards left to flip or swap, and you can’t pick up and swap unless you’re sure. Lastly, it’s down to the last card, where everyone sees who has the fewest points wins the round.
- What are the collaborative and or competitive aspects of the game?
- The competitive aspect of the game is trying to get the least amount of points every round to win.
- What is the game’s metaphor and which of the game’s mechanics standout?
- The metaphor is about golf, and the mechanics are pick up, put down, and pick up and play.
- Describe the game in 3 sentences or in the form of a haiku.
- Dynamic itself, Fun to play at every age, Lowest score will win
OTrio for tic tac toe
- Was it fun?
- I really enjoyed playing the game.
- What were the player interactions?
- The players interacted by preventing and placing three in a row without the other players noticing.
- How long did it take to learn?
- It took about 5 minutes to learn
- What was the most frustrating moment or aspect of what you just played?
- The most frustrating part is when you can play one last turn, but you’re stuck on how to beat both players when either of their next moves lets them win.
- What was your favorite moment or aspect of what you just played?
- My favorite moment of what I played was winning when your opponents don’t realize it.
- Was there anything you wanted to do that you couldn’t?
- I wanted to be able to have a master block move so that I could stop either of them.
- If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?
- I wouldn’t change anything it was so fun as is.
- Is this a game you would play again? Yes _____ No ______ Why
- I would play this game again because it flows so easily.
- Analyze the game using the 3 act structure.
- Just the whole building of the game follows the 3 act structure from the foundation.
- What are the collaborative and or competitive aspects of the game?
- It is a competitive game that runs like tic tac toe, trying to win while trying to stop the other team from getting ahold of the win.
- What is the game’s metaphor and which of the game’s mechanics stand out?
- Im not sure this game has a metaphor, but the mechanic that stands out is that you need three in a row of the same color and shape or same color and progress of shapes.
- Describe the game in 3 sentences or in the form of a haiku.
- Easy environment. Portable for on the go, Twist on a classic.
Andrew H Cow Clicker questions
- Questions:
- What are the issues Ian Bogost raises about social games with Cow Clicker?
Bogost made Cow Clicker as a satire to express how we view the core problems of social games. He made the argument that many of these games are too shallow, exploitive, and manipulative, which makes the game less meaningful on the gameplay aspect and more on keeping players engaged through them clicking their screen repetitively. Cow Clickers strip social games to the way players play. Clicking, waiting, sharing, to show how little interaction or creativity is being shown. Bogost is also critiquing the way in which games rely on artificial rewards, monetization tactics, and repetitive actions rather than actually playing the game. Which reveals how social games treat players as resources rather than the player
- How do social games like FarmVille enframe friends?
Bogost is arguing that social games like FarmVille turn friends into tools, rather than meaningful social connections. The friends are being enframed as resources, people you send requests to, receive bonus from, or use to unlock certain content. This reduces the friendship to the game’s actual mechanics. The value of a friend is measured by what they can provide in the game rather than by a real human connection
- How do social games destroy time outside of the game?
Social games interfere with people’s everyday lives by demanding that players constantly get on the game and play. From notifications and limited time rewards to players feel the need to return frequently, even when they’re not actually playing. Bogost argues that this is conflicting with our daily lives, for turning breaks, social moments, and downtime into a task they need to complete in the game. Rather than offering an escape, social games use real time to pull players back into the game, making it feel like an obligation of leisure.
